Appearance: Tina is around 5 ft 1 inch in height with a slim, fit body. With long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, platinum-coloured eyes, a small nose and mouth, she resembles her mother, the only major difference being their height. She has pale, relatively tanned skin, with her arms and legs more tanned than her body due to long-term exposure at the shooting range.

Apart from the school uniform, which Tina doesn't wear all that often, her fashion sense is a cross between girly and tomboyish clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt, embroidered with her symbol on her left shoulder, with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute light blue blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. Paired with her attire on missions are two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt.

History: Tina Allan grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman graduate from Beacon (her father) and the other being a well-off clothes storeowner (her mother). For most of her teenage years, Tina had as close to a stock, normal, cliche citizen life as could be had in Vale, with one exception: Showing little interest in what normal girls did (which was group up and gossip) and instead spending her time by herself reading and playing FPS games. This was because of her father's influence, where in his free time he simply played FPS games, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina rarely went out like most girls and socialised, instead preferring to chat with people online, easily picking up the lingo of the online world. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.

One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting.

"My beloved Tina and Christine:I know you must be worried about me. But do not fear. There are simply several situations which require my attention for a while. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.Love, Dad"

Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, including several rounds of heartfelt tears and comforting each other, they brought the blueprints to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal, claiming above average exam results (and a noted trigger-hungry finger) with the intention of joining Beacon, becoming a Huntress, and finding her father for some long-overdue answers, Tina is ready to forge her own path to the future, by gunfire if necessary.

Personality: Tina is a shy, timid, yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events.

Tina is more than willing to talk to people about topics she likes, and she is happy to talk to people she is friends with. With them, she likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.

In contrast, when generally forced to talk to people she does not know well, or only just met, she is shy, tends to stammer, and can, quite amusingly (to others) lose the capability to speak fluently due to pure nervousness, complete with blushing, lowered eyes, and higher-pitched voice. This is more evident when talking to boys, for obvious reasons. Also, even after reassurances from others, she still does not completely relax.

Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes.

This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any grounded object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. She can also tell what the object is based on how large the print is on the floor. For example, she can differentiate between a Beowolf, Ursa, and King Taijitu, because a Beowolf stands on 2 legs, Ursa walk on 4, and King Taijitu slide, which is what Tina sees.

However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress. However, if there are a lot of objects, or several large objects in the radius of her Semblance when she uses it, she experiences headaches depending on how many objects she detects.

Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not strong in the arms, and easily overwhelmed if disarmed or surrounded at close range, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina normally stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.

WEAPON

Names: Sunrise and Nightfall

Primary Form: Sunrise and Nightfall are two revolvers that Tina built by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with rounds which can contain small amounts of powdered Dust. Both revolvers have an effective range of around 40 meters.

Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps where the wings retracted from, and protrude to around 4 cm, creating a short gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any stabbing. The firing mechanism does not work, either. Nothing hard to understand about "swish swish stab", though.

Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick. As with Sunrise, Nightfall starts it's transformation by moving the handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 3/4ths the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a weapon that was easier to wield in combat.

Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust-infused rounds to further their capabilities:Fire Dust: Bullets ignite upon leaving the barrel. Leaves small area upon that can reignite, given fuel and done quickily.Ice Dust: Bullets create small ice shards on contact, that either further shatter into fragments, acting as miniature frag bullets, or freeze a small area upon contact. Area is the size of a human palm.Electric Dust: Bullets are electrically charged upon leaving the barrel. Inflicts tiny amounts of paralysis which stack up gradually. A full chamber of Electric Dust bullets can temporarily paralyse an appendage for 4-5 seconds.Kinetic Dust: Bullets are affected less by wind resistance and gravitational pull, making them faster, have slightly higher piercing power, and have a longer dropoff range. Gravity Dust: Bullets create a small gravity well upon impact, pulling objects toward the point of impact slightly. Not powerful whatsoever, can only slightly budge a Beowolf. Used to pull enemies and stuff off balance.

History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.

Sorry for the very late reply, things have been getting quite hectic irl.

So, only issues I currently see are the lack of preliminary training in history. Sure you could say she played a shittone of video games, shooters and the like but that doesn't mean it automatically translates to real life skill. That's kinda dumb. The fact that she has good minor finger reflexes or the swipe of a wrist doesn't mean she'd be able to see enemies coming from multiple directions and act accordingly just because she can do so in a game. Rectify this by adding something like proper training(and please don't go with the "an old huntsman saw her do this and trained her cuz he wanted to") way too many benevolent anonymous teachers around here.

Sidenote: Cutting a rapier takes away the purpose of a decent ranged stabbing weapon that can easily be used to dispatch enemies when compared to a shorter thrusting weapon.

Again, not too much an issue.

Logged

StudentsWisteria Lockheart - 1st Year student at Beacon. "Don't make me throw a book at you"Shiroe Pendragon - 1st Year Student at beacon - "This is my monochrome reality" - Team MARSLavender du Lac - 1st Year Student at Haven - "The harder I try the further things drift away."Ayaka Miyamoto - 1st Year student at Beacon. "Tsubame Gaeshi!" - Team ALIAVermilion Desdemona - 3rd Year Student at Beacon - "Only time you'd be above me is when your head rests on my pike"Talen de L'eglantine - 3rd Year Student at Beacon Kei Almas - 4th Year Student at Beacon - "Everything is ripe for the taking!"Aurum LeBlanc - 3rd Year Student at Atlas - "Lay back, take it easy, and watch the comedy unfold"

As follow up to Xarias's message, the video game stuff could definitely still tie into things like reflexes and hand-eye coordination, but the thing that is lacking the most is muscle memory, which is something that is only gained by performing the particular action. There is a definite correlation between the skill gained from video games and actual training, and it could definitely lead into actual training, but the training part just can't be skipped over.

Otherwise, things look good pending changes based on Xarias's comments.

(With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.)

For the weapon, I cannot think of a better way to describe Nightfall, than a shortened Myrtenaster without the dust functions. Maybe I could sketch something out? Also, I designed Tina with a melee weakness in mind, thus the illogical shortened rapier.

For the weapon, I cannot think of a better way to describe Nightfall, than a shortened Myrtenaster without the dust functions. Maybe I could sketch something out? Also, I designed Tina with a melee weakness in mind, thus the illogical shortened rapier.

I believe what he is saying, is that a rapier is a piercing weapon. It has very limited use in non-piercing situations. And having a rapier that is shorter than rapier standards is strange because it means you have to get every closer to your target to strike them. It's not wrong per say, but it is... strange. We'll leave that up to you if you want to change it or not. Should work fine, just remember that it's a limitation on the character.

StudentsWisteria Lockheart - 1st Year student at Beacon. "Don't make me throw a book at you"Shiroe Pendragon - 1st Year Student at beacon - "This is my monochrome reality" - Team MARSLavender du Lac - 1st Year Student at Haven - "The harder I try the further things drift away."Ayaka Miyamoto - 1st Year student at Beacon. "Tsubame Gaeshi!" - Team ALIAVermilion Desdemona - 3rd Year Student at Beacon - "Only time you'd be above me is when your head rests on my pike"Talen de L'eglantine - 3rd Year Student at Beacon Kei Almas - 4th Year Student at Beacon - "Everything is ripe for the taking!"Aurum LeBlanc - 3rd Year Student at Atlas - "Lay back, take it easy, and watch the comedy unfold"

Appearance: Tina is around 5 ft 1 inch in height with a slim, but not entirely slender body. She has long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, and she has platinum eyes, inherited from her mother. She has pale, slightly tanned skin and tends to wear a delonix-colored bracelet around her right wrist. Apart from the school uniform, which Tina doesn't wear all that often, she has a cross between girly and tomboyish, mostly tomboyish, clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. She wears two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt. She sometimes wears single-rimmed glasses.

History: Tina grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman (her father) and the other being a well-off clothes storeowner(her mother). Growing up, Tina had little trouble befall her and lived a normal girl's life, with one exception: She showed little interest in what normal girls did (which was group up and gossip) and instead spent her time reading and playing FPS games. This was because of her father's influence, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina never learned how to properly socialise, and instead preferred to chat with people online. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting."My beloved Tina:I know you must be worried about me. But do not fear, I just need to deal with several things. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.Love, Dad"Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, Tina brought the blueprints round to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal with above average exam results with the intention of joining Beacon, becoming a Huntress, and finding her long-lost father, Tina is ready to forge her own path, by gunfire if necessary.

Personality: Tina is a shy yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events. However, she is more than willing to talk to people about topics she likes, and she is open and likeable to people she is friends with. She likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.

Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes. This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any moving object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She also cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress.

Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not particularly strong, and easily overwhelmed if disarmed, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina mostly stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.

WEAPON

Names: Sunrise and Nightfall

Primary Form: Sunrise and Nightfall are two revolvers that Tina created by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with Dust rounds, equivalent to .357 Magnum rounds. Both revolvers have an effective range of around 40 meters, and two shots are capable of crippling a Beowolf Grimm. (Design concept: http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg)

Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle shifts backward on a sliding mechanism and rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps, and protrude to around 4 cm, creating a gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any poke damage. The firing mechanism does not work, either. It does do "swish swish stab" well, though.

Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick. As with Sunrise, Nightfall starts it's transformation by swivelling it's handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 2/3rds the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a longer time in which she could wield the weapon.

Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust infused rounds to further their capabilities:Fire Dust:Both revolvers fire flaming bullets, which do extra damage.Ice Dust:Both revolvers fire icy bullets, which create small ice shards on contact, that further shatter into fragments, acting as miniature frag bullets.Electric Dust:Both revolvers fire electric-charged bullets, which do tiny amounts of paralysis which stack up gradually. One shot is like hitting your funny bone lightly.Gravity/Kinetic Dust:Both revolvers fire bullets that are affected less by wind resistance and gravitational pull, making them faster, and have slightly higher pierce.

History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.(If anyone gets the reference, credit to them)